gdc07

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  • Castlevania's Koji Igarashi: 2D games will never die!

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.13.2007

    Bringing his GDC presentation, "The Light and Dark Sides of 2D Game Production," to a flag-waving close, Konami's Koji Igarashi defiantly declared (via an enthusiastically projected slide) that "2D games will never die!" Though the Castlevania designer's train of thought seemed to switch several times during the talk -- no doubt exacerbated by the wonky on-the-fly translation -- his point eventually emerged as a light at the end of the tunnel.Igarashi explained that as 3D games grow more complex and require greater effort from artists, 2D games provide an advantage by being easier and cheaper to design. Though he argued that the perspective generally allows players to better judge distance in action games, he was largely focused on the production side of things. Pixel art and backgrounds can be reused throughout multiple titles, he noted, allowing designers to spend more of their time on other aspects of the game.A unique challenge for modern consoles, however, is adapting to the much higher display resolutions. More on-screen pixels means more detailed art, in which case drawing beautiful 2D assets might become just as strenuous and laborious as creating 3D character models. As such, Igarashi is treating the upcoming 2.5D Castlevania: Dracula X Chronicles as an experiment -- can the dynamic presentation of 3D titles and the cost-effective design of 2D gaming get along? We'll find out later this year.%Gallery-2095%

  • Spore's power struggle: freedom vs. beauty

    by 
    Ross Miller
    Ross Miller
    03.12.2007

    What is a magic crayon? If you're envisioning Harold and his purple outlet of creativity, you wouldn't be far off from the intended metaphor. Chaim Gingold, design lead for Spore's editors and cell game, described the magic crayon as a toy that is simple to use and yet gives the user enough power to create something they'll appreciate. Gingold kicked off his presentation, one of the last after a marathon of lectures and roundtables at this year's Game Developers Conference, by defining a magic crayon through example. Photoshop is not a good magic crayon, for example, because it is very hard for most people to use. Neither is Super Mario Bros., since you are not changing anything in the world. Kid Pix fits the schema for a magic crayon, as does the Mii creator, which is an "absolutely beautiful, wonderful magic crayon," he said.

  • GDC's i am 8-bit preview art exhibit

    by 
    Christopher Grant
    Christopher Grant
    03.12.2007

    Though we didn't manage to make our way to the i am 8-bit art show last night at San Francisco's Gallery 1988SF, we did stop by the preview exhibit at Moscone's North Hall. Situated between the IGDA lounge and the XNA challenge area. What we found rendered our cerebral functions momentarily shut down.According to the showcase's description, "the theme is simple -- over 100 artists put their old-school 80's gaming memories to paint, ink, sculpture, plush, and other bizarre mediums all in the name of pixels! It's an experiment in interpretation, shining a spotlight on an era when games were dominated by character." We're fond of the Mega-Man fanboy's dismayed loss.The full gallery, dubbed Version 2.007, will be on display April 17 through May 21.%Gallery-2037%

  • Mega 64's "ruined" Mario skit

    by 
    Ross Miller
    Ross Miller
    03.12.2007

    A skit that went great until some guy... Mega64 contributed a few new skits to the Game Developers Choice Awards last week to much applause and laughter, including a pretty poignant piece on Feel the Magic XX / XY (we're still waiting for that one to pop up on the internet). One in particular made the crowd scream more than anything else that night. The YouTube description reads thusly: "A skit that went great until some guy made it all awkward." We won't spoil the rest, so check out the video after the break.

  • Suda 51 announces 'The Silver Case' remakes for DS

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    03.12.2007

    During a GDC presentation last week Grasshopper Manufacture frontman Suda 51 revealed that his studio would be remaking its first two games, porting them onto DS. The two installments of a mystery-riddled adventure series, The Silver Case (PS1) and The Silver Case Word 25 (mobile) were released only in Japan. Because these are both text-heavy adventures, there's a good chance the remakes will never be localized for non-Japanese markets either (Objection?!). Sure, you could import, but if you can't read the text featured in the image here, don't bother.But don't fret either, Killer 7 fans jonesing for a Suda fix have No More Heroes to look forward to. Peep the new footage and decide if this Wii game will live up to its ultra-violent billing.[Via DS Fanboy]

  • GDC 07: Igarashi, "2D games will never die!"

    by 
    Richard Mitchell
    Richard Mitchell
    03.12.2007

    Koji Igarashi, the producer of recent entries in the Castlevania series and assistant director of Symphony of the Night, gave a presentation on 2D games at GDC last week. Specifically, his presentation centered on the differences between developing 2D games and 3D games. Igarashi noted a few philosophical differences between 3D and 2D games, but also noted a few advantages that hadn't occurred to us. For instance, 2D games are easier to produce, faster to design, and faster to implement. Of course, all of this is generally cheaper than 3D production as well.

  • Inafune talks RE4 engine and the Wii [update 1]

    by 
    David Hinkle
    David Hinkle
    03.12.2007

    During the recently-concluded GDC 07, Keiji Inafune (do we really need to tell you who he is?) talked about the problems of porting new-gen titles over to the Wii. First, he commented on the possibility of bringing over engines from two of the company's latest new-gen games, Dead Rising and Lost Planet. The possibility, it turns out, is non-existent, as he said these titles' engines were optimized for cross-platform use. What will take their place? The Resident Evil 4 engine, it would seem. While Keiji commented that the industry is really craving photorealistic graphics, he is still interested in creating the types of franchises that enjoy iconic mascots, such as Mega Man. Mr. Inafune even commented that Capcom is working on a secret project, to be revealed at a later date. He did not comment, however, if the title would be for the Wii.[Update: loltypo. Thanks, Markus!]

  • GDC: More Fable 2 feature goodness

    by 
    Richard Mitchell
    Richard Mitchell
    03.12.2007

    As we slowly recover from GDC jet-lag, we thought it would be best to post some of the other features that Peter Molyneux confirmed for Fable 2. After all, a dog can't be the only new feature in Fable 2. There really is quite a bit to consider, so we'll just dole out the info in bite sized bits via a handy bulleted list. Everyone likes lists. Players can pick a male or female hero Players can choose to have protected or unprotected sex (and yes, there are STDs) Female heroes can get pregnant Players can have children The world responds to your "hero-ness" Two new character morphs (besides Good/Evil): cruelty/kindness and wealth/poverty Own every single piece of property Players can become king Let's look at these more closely.

  • Another side to Chris Hecker's duct tape rant

    by 
    Ross Miller
    Ross Miller
    03.12.2007

    If you've followed the Game Developers Conference at all, you probably heard about Maxis programmer Chris Hecker comments that the Wii is nothing more than two GameCubes duct tape together (though, to be fair, that's a 0.5 upgrade from comments that the Wii is "GameCube 1.5"). We're willing to wager that "Product X is just two Product Ys duct tape together" is on track to becoming a popular phrase in gaming circles.Kim Pallister of Microsoft Casual Games has risen to Hecker's defense, which ultimately led to an apology we feel was somewhat coerced by his overlords at EA and Maxis. The major point in Hecker's argument is that having an innovative control system "should not give them a 'get out of jail free card' on the fact that they have delivered an underpowered machine," according to Pallister's interpretation. And by underpowered, Hecker is referring to computations and not the graphics system, which puts his rant in line with what he said last year that the PS3 and Xbox 360 also underperform in terms of computational power while focusing on a graphics-heavy system.We're not going to take sides on his point that Nintendo needs to "recognize and push games as a serious art form," though the statement does make for a great discussion. We will say all three companies have pushed for more involvement with independent developers. (Microsoft has Castle Crashers and Roboblitz, Sony has flOw and LittleBigPlanet and Nintendo has Line Rider and possibly Telltale's Sam & Max.)Don't forget about the heap of praise that the IGDA community gave Hecker just last year after winning the Community Contribution Award. Though, to be fair, that award is just two IGF awards duct taped together.

  • GameJew stalks Miyamoto, sings him a song

    by 
    John Bardinelli
    John Bardinelli
    03.12.2007

    Most fans stalk their role models for a handshake, an autograph, or a quick photo. Not Jonathan Mann, a.k.a. GameJew. Sporting a full Mario costume and carrying a guitar, Mann tailed Shigeru Miyamoto at this year's GDC hoping to get a chance to sing him "his song." It took five days and several brush-bys, but in the end Jonathan got his wish. Check out the video and pray to the gods on Mt. Olympus that the song doesn't get stuck in your head.Although it is kind of catchy.

  • Are gay characters becoming a 'non-troversy'?

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.12.2007

    For the second year GLBT members of the gaming industry had roundtable discussions to explore their place in the business. Issues like an International Game Developers Association special interest group were discussed, along with establishing Human Rights Campaign corporate equality index numbers for all game companies. The developers who didn't have domestic partner benefits at their companies believed that it was a simple oversight, not a decision point, by their employer. One of the stand-out moments was the discussion over the 'non-troversy' of gay game characters.Designer Jeb Havens who led the roundtable sessions coined the "non-troversy" phrase to explain the Bully boy-on-boy kiss. An incident that many believed would blow up, but ended up being a bullet point. The non-troversy continued last week with Peter Molyneux's announcement that gay relationships would be allowed in Fable 2, even though it was an "accident" in the original Fable. As the roster of gay characters increases, which according to a recent study are wanted much more in RPGs, could gay characters become non-troversies in games like a Gears of War sequel? The film V for Vendetta was used as a prime example of how the gaming industry could incorporate gay issues that don't distract from the game's story, but actually help propel the plot.

  • Moving The Sims from PC to Wii

    by 
    Zack Stern
    Zack Stern
    03.12.2007

    At GDC, Maxis Game Designer Robin Hunicke spoke about her process of transferring The Sims to the Wii. Her team was excited to be working on a Wii title because of its new controller and Nintendo's history, but Hunicke's most important lesson was to stay true to the defining elements of a franchise instead of starting over for a new console.Hunicke said, "The Wii is so cool ... oh my gosh. ... Almost everyone on my team is a Nintendo fan. Almost all game developers are Nintendo fans. ... We were really excited to build a [Wii] game." But since the team began work well before the console's launch, they only had tradeshow experiences and Nintendo ads to approach the MySims design.Hunicke noticed the clean lines, family oriented approach, and tactile aesthetics of the early Wii marketing material. She followed those elements instead of trying to build the game around flailing controller movements. Hunicke said, "We wanted to bring The Sims to the Wii in a way that we could say we were at home on the Wii."%Gallery-2064%

  • Final Fantasy narrowly avoids drug endorsement

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.12.2007

    The Final Fantasy series has long been known for its highly addictive properties, though this has never been highlighted quite as well as in a Square Enix GDC presentation held on Friday. Localization director for the RPG powerhouse, Richard Honeywood, talked extensively about the challenges faced in the alteration of a Japanese game for Western audiences. Of course, the transition is often less than perfect, as evidenced by the English title of a scrapped Final Fantasy compilation -- Final Fantasy Heroins. The rest of the talk, which was notably devoid of substance abuse, centered on Square Enix's central localization philosophy. The key element, said Honeywood, is constant communication between the translators and the game developers. He also pointed out several examples of why this concept, in conjunction with extended release schedules, can result in a superior game for Western audiences. Dragon Quest VIII, for instance, benefited from an overhauled interface, voice acting and an orchestral soundtrack during its localization process. Frequently, even a game's animations are motion captured again so as to include more culturally appropriate motions -- Final Fantasy X's blitzball greeting was cited as being a little questionable in the Japanese release.Towards the end of the presentation, Richard Honeywood acknowledged the efforts of fan translators who spend so much of their personal time converting games which may not see English releases. "Legally we can't condone these fan translations," he said, "but we like reading them and seeing how others interpret the text." For a quick demonstration of why localization is so important, check out a direct machine translation of this post after the break.

  • Rumor: The Wii-mic ... and Harry Potter will use it

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.11.2007

    Although there hasn't been an official announcement yet, we expect to see the Wii-mic by Q3. Rumors have surfaced and GoNintendo confirmed that NDA was broken -- so, yeah, about that Wii-mic. The writing was on the wall earlier this week when High School Musical was announced for the Wii. The Karaoke Revolution-esque game by Disney Interactive will use a microphone. Unless the game is using the Gamecube's mic to be stuck in on top of the Wii, that means a microphone attachment will soon be officially announced by Nintendo.The real NDA breaking rumor has EA working on a Harry Potter game using the mic in conjunction with gestures to cast spells. Now that's the type of Wii title we're talking about! "Wingardium Leviosah" FTW! Sadly, those who attended the EA Wii event on Wednesday signed NDAs -- so there's a lot of people out there sitting on information they can't confirm, deny or share with their readers.Update: Statement from GoNintendo, "The NDA I am talking about has nothing to do with the mic for the Wii. I was just mentioning the mic part because we already knew it was coming according to High School Musical info. The NDA deals with something else completely. If EA talked about a mic at their party, I didn't hear anything about it. "

  • Alienware shows off developer PCs

    by 
    Zack Stern
    Zack Stern
    03.11.2007

    Alienware launched a new developer workstation and showed off a recent laptop at GDC. The company was tucked away in the meeting rooms of the North hall, and we stopped by unannounced to ogle the hardware.The MJ-12 8550i is the new high-end desktop machine with two quad-core Xeon processors, DDR2 memory, and other industry-leading specs. Alienware decided to ship this machine with the consumer-level Nvidia GeForce 8800 GTX so that developers don't need to switch machines to test their progress. (Alienware reps even suggested getting in a game of F.E.A.R. while waiting for a recomplie.)We asked about a dual video card configuration, and we were told that that may happen; the company is even considering a switch that would toggle between pro and consumer cards connected to a single monitor.Keeping the desktop machine company, Alienware also showed the m5790 laptop that ships with a 2.33GHz Core 2 Duo. And Alienware is so confident in the stability of the chip that it can overclock it under warranty to 2.66GHz.Prices for the systems vary by configuration, with the laptop starting at $1,300 and the workstation at $2,500. Of course, both are able to run thousands of dollars higher.%Gallery-2065%

  • GDC 07: ... and that's a wrap!

    by 
    David Hinkle
    David Hinkle
    03.11.2007

    Well, now that GDC 07 has come to an end, it's time we collected all of our coverage together into one nice, organized post. Here, you'll find all of the GDC 07 news, interviews and anything else pertaining to the show. It's been a great ride, if we may say so, and we're sad to see it end. Regardless, we must get to doing our thing, so without further ado let's get to the coverage:GDC 07 news: He feels bad and stuff: a public apology from the Wii ranterfl0w was almost on WiiMark Rein talks Unreal Engine 3 on Wii (again)Super Paper Mario meta ... preview?Twilight Princess and Wii Sports take awards at showSpore deveoper rants on WiiWii dev training to take place at GDCMySims goes to the Wii, gets rid of peeGDC 07 keynotes:Look at that Miyamoto keynote line!Miyamoto keynote videoSuper Mario Galaxy screenshots and footage from the Miyamoto keynoteLiveblogging the Miyamoto keynoteKoji Kondo and the art of interactive musicGDC 07 game impressions:Super Paper Mario impressionsPokemon Battle Revolutions impressionsBig Brain Academy impressionsMario Strikers Charged impressionsVicious tries a new control schemeGDC 07 culture and other fun stuff:Nintendo execs on nerdiest shirt everPopularity Channel? A Wii Fanboy staff reactionReggie plays Wii Sports: Tennis with journalists, takes namesWii Fanboy lands at GDC: what to expect

  • GDC 07: MySims goes to Wii, gets rid of pee

    by 
    Andrew Yoon
    Andrew Yoon
    03.11.2007

    "OMG! The Wii is so cool," an enthusiastic female developer screams during a GDC session. That developer is Robin Hunicke, designer of the upcoming Wii-exclusive MySims. Designing the title began long before the team had a chance to get their hands on the system, so they had to rely on the "aesthetic" of Nintendo's advertising. "We wanted to bring The Sims to the Wii in a way that we could say we were at home on the Wii," she said, trying to find a unique look, style and feel for the Wii version.Converting a game for play on Wii doesn't necessarily mean changing everything. What the team focused on was how it feels to touch the characters on screen with the Wiimote: wild, flailing actions probably wouldn't be appropriate for a title such as this. One of the biggest changes that needed to be made was how the game was managed: there was a great deal of opposition to focusing on a single character (rather than a large family), and there was an even greater uproar against the loss of urination, and other micromanagement features.Streamlining The Sims process was key to moving the franchise to the Wii, and that's where the character designs came from. Although they look strangely like Mii, the look wasn't based on Nintendo's character creation system. The lead character designer, when showing off her simplified look for Wii Sims, was told: "it's perfect."See also:Joystiq: Moving The Sims from PC to WiiGallery: MySims design processGallery: MySims

  • GDC 07: Vicious tries a new control scheme

    by 
    Andrew Yoon
    Andrew Yoon
    03.11.2007

    The Vicious Engine was on display at GDC, and I'd have to say I came away unimpressed. The engine, which is scalable for PSP use, didn't seem to push any "next gen" or even "new gen" graphics. It's currently being used in the WIi/PSP title Alien Syndrome, which may be indicative of a somewhat distressing trend: are graphics on the Wii comparable to those on PSP? Will publishers look to make quick ports that look similarly on Sony's handheld and on Nintendo's latest console?At least the Vicious Engine promises to offer Wii developers the ability to easily create motion controls. The software includes built-in controls that developers can easily access. One interesting control scheme allowed one to control the camera using the nunchuck: tilting the nunchuck would adjust the camera. Certainly, it's an interesting alternative to a dual analog setup, but the build that was playable didn't seem to feel 100% intuitive.

  • Overheard at GDC 07: Disney's to blame for no downloadable movies

    by 
    Andrew Yoon
    Andrew Yoon
    03.11.2007

    Sony was supposed to offer full-resolution downloadable movies for the PSP, but the service has never come to fruition, citing "DRM problems." On the GDC showfloor, I overheard one Sony employee talking about how there's one giant stumbling block for Sony's potential movie download service: Disney. The giant media corporation doesn't want to make its catalog of movies available to Sony, most likely due to restrictions caused by their deal with Apple's iTunes Store.But, why not go forth even without Disney's backing? Surely, Sony Pictures' vast library of movies would be more than enough to satiate a PSP-owning movie lover's tastes. However, as Connect proved, a half-assed attempt at digital distribution usually ends up quite fruitless.

  • GDC 07: Mario Strikers Charged impressions

    by 
    Andrew Yoon
    Andrew Yoon
    03.11.2007

    Mario's extreme soccer game, Mario Strikers Charged was available for play at GDC. The game, a sequel to the Gamecube original, featured some impressive presentation values and some very fun gameplay. The graphics seem relatively unchanged from the original. The game does natively support 480p and widescreen modes, a nice plus for HDTV owners. Although not technically stunning, the game's cute, animated art style certainly goes easy on the eyes.The game's controls are almost too simple, with passing and shooting very easy to perform. Tackling another player comes from simply shaking the nunchuck: it's a simple Wii gesture that doesn't seem too elaborate for its own good. The Wiimote comes into further play when you must defend your goal from an opponent's special shots. They will launch up to five soccer balls, and by using the pointer, you must try to aim at the screen and press A to stop as many as you can. In theory, it's a novel idea, but as is most pointer functionality on the system, it seems like an abrupt change from the rest of the game.Mario Strikers Charged certainly doesn't innovate gaming, but it remained to be quite fun, especially in multiplayer. How it holds up to longer gameplay sessions is still to be seen, but gamers can find out when it releases later this year.